摘要 :
The gaming industry has grown considerably in the last decades, designing experiences and interactive platforms through games, a popular culture entertainment medium. With the advancement of technologies and user experience design...
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The gaming industry has grown considerably in the last decades, designing experiences and interactive platforms through games, a popular culture entertainment medium. With the advancement of technologies and user experience design methods, a challenge is faced for the constant improvement of game characteristics aiming to improve pleasurability and immersion perceived by its users. To face this challenge, we designed a conceptual framework named GLIMPSE based on constructs used to evaluate user experiences with games. Its applicability was tested through a questionnaire that collected 241 valid responses from users of gaming forums and communities. An analysis was drawn to identify correlations between the data collected from the questionnaire, and its results revealed significant statistical data highlighting age and gender-wise differences from participants’ opinions.
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Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provi...
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Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provides material from an ever-increasing roster of games, tournaments, and special events. Recently, streaming platforms, game developers, and professional players have experimented with the inclusion of viewer interaction through mechanisms such as chat, broadcast messages, donations, and voting systems. With the advent of these mechanisms, the concept of game viewership has entered a transitory period; while still largely focused on consumption, for many spectators, the viewing experience is no longer an entirely passive act. The idea of interactive spectatorship (the authors refer to it as Spectator-players) carries the potential for audience members to engage with content at a much deeper level, participating actively in a novel form of entertainment and contributing to an enriched gaming community. This novel form of gaming interaction poses interesting challenges for game designers, as it requires design considerations to meet the needs of players, passive viewers, and active audience members alike. In this paper, the authors examine the opportunities and challenges presented by the design of interactive spectator experiences. Ultimately, they propose a series of design guidelines aimed at the exploration of development in the area of interactive spectator experiences.
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Games User Research (GUR) has become an important subdomain of the HumanComputer Interaction field within the last few years, as gaming has becomes a daily entertainment for many people rather than being in the interest of a few g...
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Games User Research (GUR) has become an important subdomain of the HumanComputer Interaction field within the last few years, as gaming has becomes a daily entertainment for many people rather than being in the interest of a few game enthusiasts. Researchers require specific tools to measure the users’ responses and attitudes towards the games. Game User Experience Satisfaction Scale is one of the recent additions to GUR tools, which had already been adapted into Turkish as GUESSTR. Through this study, we aimed to verify a shorter form of GUESS-TR which is compatible with a currently existing English shorter version with 18 items that measure game user experience through 9 factors. Data revealed that a 20-item version resembling 10 factors, namely GUESS-20-TR, is a valid and reliable measure of game user experience. We provided evidence for construct validity through confirmatory factor analysis. Spearman-Brown prophecy coefficients indicate that the 2-item subscales are reliable. Heterotrait - monotrait ratios show that items indicate different constructs, i.e. discriminant validity. Based on Pearson correlation, the mean scores obtained with the short form GUESS-20-TR are highly consistent with the 51-item Turkish version.
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摘要 :
The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psyc...
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The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design, media studies, and the social sciences. They've extended and modified these methods for different types of digital games, such as social games, casual games, and serious games. This article focuses on quantitative analytics of in-game behavioral user data and its emergent use by the GUR community. The article outlines open problems emerging from several GUR workshops. In addition, a case study of a current collaboration between researchers and a game company demonstrates game analytics' use and benefits.
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This paper describes a study conducted to identify activities performed by pediatric cancer patients while receiving treatments in the hospital. Using ethnography strategy, a shadow observation took place in the pediatric oncology...
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This paper describes a study conducted to identify activities performed by pediatric cancer patients while receiving treatments in the hospital. Using ethnography strategy, a shadow observation took place in the pediatric oncology ward for two months period. During the observation,patients’ activities including treatment protocols, medical procedures, hygienic procedures and their daily treatment routines were recorded. In addition, patients’ feedback from the activities performed on them was also recorded. The observations were analyzed using thematic analysis.Themes that represent patients’ activities and their responses to the events are produced. These themes suggest the overall view of their activities in the ward. The finding suggests that pediatric cancer patients are mostly bored and depressed due to the limited physical movements becauseof the treatments or from the illness. This causes boredom and depression. Therefore, parents and guardian use mobile phone, tablet devices, television, books or toys to distract them. This outcome can be used for designers and developers of games to design or customize video games to empowerthem while being hospitalized.
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Despite having numerous platforms to promote coronavirus awareness, a part of the population is not well informed about the basic knowledge related to the pandemic. This inspired us to design and implement a free-toplay game, Unlo...
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Despite having numerous platforms to promote coronavirus awareness, a part of the population is not well informed about the basic knowledge related to the pandemic. This inspired us to design and implement a free-toplay game, Unlock Me, to help people learn about coronavirus easily yet effectively. A user-centric approach to designing the game has helped us understand the challenges people face and eventually to deliver an interactive game. We conducted an evaluation study across multiple age groups to understand the impact of Unlock Me to enhance COVID-19 learning of the player and to evaluate the quality of the game. The results are obtained by studying the player behavior and performing comparative analysis with Model for the Evaluation of Educational Games (MEEGA+), a standard game evaluation model. Our evaluation shows that there has been an increase in the awareness of players by 53% compared to pre-game awareness. 52.40% of the players found the game to be usable with a good player experience and learning.
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In this paper we are discussing a new model of mobile gameplay experience with a special focus on contextual influences of play in ubiquitous environments. The model was developed based on prior general gameplay models which were ...
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In this paper we are discussing a new model of mobile gameplay experience with a special focus on contextual influences of play in ubiquitous environments. The model was developed based on prior general gameplay models which were extended and refined based on the results and personal experiences taken from several evaluative user field studies with mobile games. The experimental results point to two different playing contexts: home and mobile, which were evaluated with a gameplay experience questionnaire (GEQ). The GEQshowed significant difference in negative affect and immersion between mobile and home setting, which are moderated by several influencing contextual factors. This leads us to propose a contextual gameplay experience model that accounts for spatial, temporal, social, cultural, and psychological influences in an external context. The implications of the contextual gameplay model are discussed in light of future research.
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Trying to understand a player's characteristics with regards to a computer game is a major line of research known as player modeling. The purpose of player modeling is typically the adaptation of the game itself. We present two st...
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Trying to understand a player's characteristics with regards to a computer game is a major line of research known as player modeling. The purpose of player modeling is typically the adaptation of the game itself. We present two studies that extend player modeling into player profiling by trying to identify abstract personality traits, such as the need for cognition and self-esteem, through a player's in-game behavior. We present evidence that game mechanics that can be broadly adopted by several game genres, such as hints and a player's self-evaluation at the end of a level, correlate with the aforementioned personality traits. We conclude by presenting future directions for research regarding this topic, discuss the direct applications for the games industry, and explore how games can be developed as profiling tools with applications to other contexts.
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N ?=?10; 50%) of these games were developed with input from the intended end-users, in either informant ( N ?=?7; 70%) or full participatory co-design roles ( N ?=?3; 30%). Less than half of games (45%) included users only in the testing phase.
摘要 :
Enjoyment is a widely assessed dimension of the video game player's experience. A systematic literature review and a meta-analysis were conducted to provide a more comprehensive view of the elements of game design that affect the ...
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Enjoyment is a widely assessed dimension of the video game player's experience. A systematic literature review and a meta-analysis were conducted to provide a more comprehensive view of the elements of game design that affect the feeling of enjoyment, as well as its assessment techniques. The review showed that the studies covered major aspects of game design, such as in-game contents, input/output information, and, to a lesser extent, multiplayer aspects. The meta-analysis showed that only the presence of music in the game had a significant effect on enjoyment. Other factors, including more studied factors such as game difficulty and control mode, did not show significant effects. Implications for future research are discussed, such as further investigation of the effects of both player and game characteristics diversity on enjoyment in isolation and in interaction with game design factors, systematic use of standardized scales to measure enjoyment, and use of multidimensional scales or physiological measures.
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